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Battlefield 3 - Dicker Patch mit kleinen dicken Änderungen!
Veröffentlicht: 08.12.2011 09:22  · Autor: Frippi  · Kommentare (11)

Seit Nikolaus, kann man sich einen neuen 2GB großen Battlefield 3 Patch runterladen der schon die ersten dicken Daten für "Back to Karkand" beinhaltet. Hauptsächlich aber kommen mit dem Patch Bugfixes und diverse Balanceänderungen zum Vorschein.

Und teilweise sind sie sehe drastisch. Beispielsweise wurde der von der Community als "Overpowerd" Verschriene Nachtsichtaufsatz verändert: "Tweaked the IRNV scope so it is limited to usage only at close range."

Diese und viele andere Änderungen findet ihr jetzt im Klapptext!


Fixed a problem with spawn timer now showing blue border on startup and lost spawn point


Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded


Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings


Fixed stat references on several dogtags


Fixed for surveillance ribbon not counting TUGS


Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small


Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree


Fixed a problem where placing C4 with the russians soldier was playing US faction VO


Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it


Fixed a problem when attempting to fire lock on weapons without a target


Tweaked the chat, it should now be a bit easier to read


Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights


Fixed the G17 Supressed Laser not working properly


Added alternate HUD colors to help colorblinds


Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider


Increased the Spawn protection radius on TDM


Fixed a problem with smoke on land vehicles, Missiles should now miss more often


Fixed a problem where users could end up with IRNV scope in any vehicle


Fixed a problem where player dies if vaulting over a ledge and into water while sprinting


Fixed several crashes and increased general stability


Fixed a problem where the user was unable to revive two players that have the bodies one over the other


Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake


Fixed a problem with the Kill camera acting up when suiciding from parachute


Fixed air radar was showing to much - now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar


Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time


Fixed a problem where you could get green flashes on screen


You can now reassign cycle weapons


Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle


Fixed a problem where the parachute would stay stuck in air if the owner was killed


Balance Tweaks


Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired


Tweaked Tactical Light so it is not as blinding over longer ranges


Tweaked the IRNV scope so it is limited to usage only at close range


Reduced heat masking effectiveness of Spec Ops Camo


Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec


Increased the number of additional 40mm grenades from Frag spec


Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines


Increased the Time to Live on sniper caliber rounds to allow extreme distance shots


Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed


Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills


Fixed Laser Guided Missiles missing their targets if the target is moving too fast


Reduced the effectiveness of Stealth on Air Vehicles


Reduced the effectiveness of Beam Scanning for Jets


Reduced the damage done to Armored Vehicles and Infantry from AA guns


Increased the damage RPGs and Tank shells do to AA vehicles


Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range


Increased the effective accuracy of long bursts for LMGs when using a bipod


Slightly increased the range of the 44magnum bullets


Increased the close range damage of 4.6x30mm and 5.7x28mm bullets


Inreased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground


Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45


Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators


Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns


Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters


Decreased the power of Miniguns against Jets and Helicopters


Increased the power of Stingers against Jets


Flares reload times for Jets and Helicopter Gunners have been increased


Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon


Added Single Shot to the AN94 as an available fire mode


Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic)


Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals


Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree


Tweaked the Gas station Capture area on Conquest on Caspian Border


Tweaked the max vehicle height on Noshahar Canals

Min player requirements

"Also, it will once again be possible to reduce the number of players required to start a round to 1 both in ranked and unranked mode. We changed it back after getting a lot of negative feedback from both individuals and the RSP companies.
"Our plan for the future is to introduce a warm-up mode, where players can move about and play the game, but with scoring disabled; then, when the number of players goes above the threshold -- that's when the real round starts."


Wie sich diese Änderungen auf das Spiel auswirkt bleibt abzuwarten!


Kommentare: 11
« 1 »
  #1 | 08.12.2011 um 14:43 Uhr
Rattle

Beiträge: 828
Oha, das ist ja wirklich ne Menge. Vom Gefühl her wurden die meisten Features aber abgeschwächt (JA, ich habe mir alle Changes durchgelesen ), wie z.B. die schon in der Einleitung erwähnte Verringerung des Nachtsicht-Vorteils. Dazu noch Verringerung der Präzision einiger Waffen, Erhöhung der Nachladezeit des Mörsers, etc. ... also irgendwie (fast) überall generft, um das Ausnutzen eines freigespielten Features zu verhindern und quasi den Einstieg für Anfänger zu erleichtern.

Aber ich freue mich auch über Bugfixes a la "grünes Flackern", was ich recht häufig hatte oder das "Pech", wenn man ins Wasser springt

Was ich aber besonders positiv noch hervorheben möchte, ist der Warmup-Mode. Dass man also schon spielen kann, wenn die Mindestanzahl an Spielern noch nicht erreicht ist, dafür aber halt noch keine Punkte gezählt werden. So kann man wenigstens auf leeren Servern mal üben und ausprobieren (Heli fliegen, etc).

Inwiefern sich die einzelnen Balancing-Anpassungen also auf das Spiel auswirken, wird vermutlich nur die Praxis zeigen

Kommentare: 11
« 1 »

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